I believe BeamNG devs are doing their best to develop the game while keeping it performance friendly, otherwise they'd done all those things already. After PBR I can no longer play it, but it has to be done knowing that my laptop is in the mid-low range already and nobody would be buying such tech today. It's amazing to know how performance friendly it is knowing that it does much more than what you would expect for that performance requirement, yet multiple cars do cause a struggle.
They did a bunch of tests for PBR performance, it was nearly identical to the old workflow. You must have a very low-end laptop. I'm getting decent enough performance on a 2gb 7 year old entry level GPU, and almost every update improves the performance. I've gone in some levels from ~45 fps to 70 just through them updating stuff.
@@goob8945 yeah. Plus all the open space, useless game modes (like gravity settings) and cutomizability of the cars and controls just makes it the perfect game imo. Honestly they should get more developers to speed up the process but keep going down exactly the same path. Hope the devs read this. Brilliant job guys, keep it up.
Especially being able to use automatic transmissions that work the way they do in real life. Instead of shifting only when they hit redline like every other sim does.
i sometimes wonder what beamNG would be like if it had background music, obviously optional, i guess the car engines sounds are enough, but a beamNG radio would be quite nice too.
I know I'm biased cause I'm a huge fan of the game but I honestly think it has a huge future with more mainstream recognition among sim racers just due to the technology at work, I mean this is the first game where you can drive along and know that the transmission clutch gearbox and everything else is being fully simulated not just approximated and that adds a level of realism no other game has to offer yet.
BeamNG is the least amount of money I've spent on so much (PC) fun. What they've done with the base game over the years is amazing. Especially these last two years have been a massive treat.
Beamng could basically be a real life sim. Planes, boats and helicopters are already possible. Just imagine having acc, dirt rally, microsoft flight sim, dcs combat and war thunder in a single game. the potential is scary
That sounds so cool, beamng has just so much potential it's unreal, it's Finnaly gotten to the point where they can focus more on features since the cars are getting so close to accurate now
@@fennex7575 that's a feature I cannot wait to see haha it would take it to the next level, this is entirely opinion based but I personally think new engine sounds for some of the cars would be nice as well, the v8 engines are starting to sound pretty dated imo
Did you say co-driver and long rally stages? That's *exactly* what I've been working on! I have recently put out a new co-driver system (it's in the official beamng forums, in the scenarios category, can't post the link here apparently). My system makes pacenote writing really easy, and I've written up 4 long (10km to 14km) rally stages for Italy to demonstrate that. I'm currently working on gravel stages (jungle, small island, and more Italy), which I think I'm going to publish in a few days. I'm looking for people to help me out with this project, so drop me a line in the forums if you're interested in contributing.
For dynamic tracks I was surprised to hear such a cool detail about Dirt Rally 2.0. I've noticed that there's great tire marks in Dirt3 and Dirt4, but as I haven't played Dirt Rally I thought all of the tracks are just a visual. The first thing that comes to mind is Spintires which is the ultimate off-road simulator. My father had a lot of experience with driving a tractor for several years before I was born and when I showed him that game he was as amazed as me. The fine details you can notice as the caster does it's centering job, the tires trying to bite on worn tracks' slope, the techniques you use in order to get past different obstacles such as lakes and fallen logs, the grass slowly turning to dirt as you pass through certain roads. Even a finer detail you can notice is when your exhaust is in water for longer the water gets that oily reflection with the funky coloring effect. Truly something BeamNG should take advantage of!
@@shadow105720 Maybe the bigger trucks, but the smaller jeeps are really weird. I tried it with a wheel though, maybe it feels less weird on a controller.
For a full length rally stage in this game you should check out the pikes peak mod. It comes with the tarmac version we know today but also a gravel version like it used to be. The gravel is my favorite rally stage by far of the mods and it's length makes it quite challenging in some cars.
I have a soft spot for Douglas Rally 2019. The second oldest rally stage map that still works after all these updates, and one I use all the time to test rally builds. It is remarkably detailed and has everything from splashes to hairpins, dips, high speed straights, and banking turns that could send you off end-over-end into the mud if you aren't careful. The start is also filled with bumps and bad camber that quickly teaches players the importance of rebound dampening. Remember, the magic number for the big jump is 61 mph.
Have you tried a bus route in the desert? I ran a route for 40 minutes, failed a couple of times and at the end of the run I completed there was an unexpected drop that sheared the front windshield. When you finish such a run it's one of the greatest sights of accomplishment!
For a comment on the CARPG part. There is a Beamng Multiplayer mod called CARP that has been working on this with money and car progression. However it's only delivery missions. Just today there was a really big update and wipe to improve progression which has made the server even better.
BeamNG is a car simulation engine. Not a game. It just needs a game to be built using it and it will change EVERYTHING forever. I'm surprised that a larger racing sim company has not bought them yet!
I think it's a bit presumptuous to assume the BeamTeam will ever add laser-scanned tracks. The entire brand has been based off of making entirely unique locations and vehicles, and I wouldn't expect them to break the trend because of the games potential as a race sim. Best to leave that up to the modders willing to port maps.
I think rally is the best way for BeamNG to start competing effectively with other racing sims. No netcode or AI required. Procedurally generated tracks on the open world maps so no need to create dedicated tracks since rally is usually all about tackling new tracks everytime anyway. It suits the driving simulator nature of BeamNG since different surface types is part of it's attraction and hopefully they'll eventually get a dynamic weather system that has snow and ice too. It would perfectly compliment a career mode as well as the large variety of vehicles, all the way from buying an old banger and doing it up, to WRC and trophy trucks. Also Destruction Derby too. I mean come on, no explanation required right? But that's just something I want haha. But I'm glad their focus is on physics, as much as it requires a lot from the player to have fun with it (since you have to make your own fun essentially, which isn't something I play games for tbh, if I wanted that I'd play guitar or something lol), I'd rather they got the foundation right first. I want a career mode, I want race AI that's not just a scripted path, I want loads of game modes, I want extensive customisation. All of these things would suit BeamNG perfectly, but even so getting the driving right should be the priority first if you ask me. They nail that and the rest will fall into place I think especially with how easily moddable it is. It will replace every other sim and surpass them all easily if they get the driving nailed, which is entirely possible for them to be the best ever with the soft-body physics engine. I mean, just imagine traffic AI and doing head to head races like in NFSU2, that could be done. Every form of motorsport there is, that can be done. Even unique stuff like monster trucks or destruction derby as mentioned before. Other games would have to have a dedicated engine for that, but not Beam. Touge racing, drifting, off-road challenges, stunt driving, going mad with buses round a busy city. The possibilities for this game are off the chart man.
BeamNG for the longest time has been my favorite game to drive because certain aspects of the Soft-body feel just simply cannot be emulated in an empirical (or as I call it "Physics Brick") model, and the cars really have a sense of physicality and movement that makes things feel super real, even compared to dedicated sim racing titles. An F1 car in Beam is a challenge, a real test of feel, handling, and precision, an F1 car in other sims just feels like an analogue or an approximation that honestly when comparing the two side-by-side feels arcadey!
Honestly an empirical double rigid-body model would do a way better job than the soft-body stuff in BNG. Especially if the wheels have compliance as well and it doesn't just affect roll stiffness. The problem with this kind of soft-body modeling is that ESPECIALLY stuff like F1 cars where one end is stiff and one is very flexible are an absolute nightmare because they don't do very stiff things and very soft things well. Don't confuse uncontrollable oscillations and vibrations as "realism". FWIW F1 cars in sims are very inaccurate (To some point because nothing actually runs high enough tickrate for the dampers not to vibrate the wheel) so I'm not sure if it's worth comparing.
Once this game has Dynamic Track Surfaces, it will be the first game to perfectly simulate the Toeristenfarthen because cars will leak oil allover the Nurburgring.
BeamNG is actually used sometimes as a training game or even as marketing tool for other companies. I remember reading that someone used it in driving school to show dangerous situations on roads. Long time ago there was a tyre company that used BeamNG in their offroad show or something.
They actually have commercial licenses for the software for that type of stuff. Maybe that's where the money is coming from. They had some demo with vehicles using lidar to get around West Coast in traffic.
I would love if automation would work more together with BeamNG to make a driving sim where you can make your own dream car. you already can make your own car in automation and import it onto BeamNG but the handling is always very unrealistic and compared to the BeamNG cars their very badly made (which is understandable ofcourse) but i would love if we could make our own cars that have the same depth as the BeamNG cars have!
A while ago I posted on reddit's r/simracing that: "Beam was the best sim racing title" I pretty much got booed off stage for the most part. But the opposition's argument was mainly: No off track limits, No licensed tracks/cars, No multiplayer race leagues, no multiplayer car classes. no pit stops, or need for pit strategy , no tire ware or tire changes, no reliable leader boards, no quality lap racing, no qualifying sessions. ... These were the main complaints that made me eat humble pie.
Cobalt Motorsports added track limit enforcement, tire wear and compounds, pit stops, a lap counting system for multiplayer, qualifying sessions and league racing. It really made a huge difference before a BeamNG update broke it. I really hope the devs officially support the game with those features in the future. I agree that it's hard to consider Beam a track racing sim without those features, and it's frustrating knowing the code is all there for it to work but it's just not implemented or prioritized
I would like to see a better car selection screen, where each car was divided into their respective car brands, and then once there, in their respective models and/or years, this could be good for the future of BeamNG as it would make vehicles less confusing to find without the searching system, as they then add more vehicles into the game in future updates.
Now of course, the "thumbnail" of the selection boxes would be the picture of the car brand, that would give it a modernized, polished and professional look.
They desperately need to overhaul their car selection UI, and I think they're planning to with the new UI they just implemented. The pickup truck and it's 70 different variations is insane to try and filter through.
@@JZStudiosonline I was thinking more about polishing it and making it look more professional by finding cars through their brands, would be more realistic and it would be easier for them to add cars into the selection boxes possibly.
Honestly from what I’ve seen the devs are very engaging and open to ideas, and it would not surprise me if they come across your videos and take them into consideration. (Beam devs if you do see this ily 👍)
I do alot af rallying in beam and would LOVE so be dynamic grounds. Just the idea of it being raining and the mud just soaked the car would be beautiful. Love the content keep it up.
The reason i love this game so much is because it has everything the heavy hitters in the industry don't have: obvious damage modeling, use of car-specific features, headlight/wiper/signal/engine power/drivetrain modes, etc... But it lacks everything that makes a sim like Forza or GT great: the racing community, realistic driving/handling models, and obvious graphical and visual fidelity. What makes me so excited though is that this game doesn't have to be just a sim racer. It can be a hilarious, fun sandbox with arcade-style modes and cops & robbers. Ya know, the need for speed or GTA type stuff. Absolutely unparalleled POTENTIAL. However, it's just potential. I am excited to see how it pans out, and how this game can revolutionize what it means to qualify within more than one genre.
the progression mechanic is already in the work and "available" even though it sounds weird, you have to spam click the career mode button in the main menu and a message will appear that explains the state of the mode, it has missions progression points, money and all, but everything is free for now
I feel that after paying for the game 7 years ago I have been nothing but amazed at the continued progress. I would not mind at all if it took a beamng 2.0 to get some of these features, especially multiplayer, (even just locally hosted), I would happily pay again if it meant the devs would add some of these features
If it really went that far this would be the only game I would ever play again. A game like this with the beauty of Gran Turismo, the physics and crash mechanics of beamng, dynamic weather, and a level of racing details like Assetto Corsa would be incredible. The biggest problem is probably that car manufacturers don't want their cars to appear structurally weak and "unsafe". I hope they will find a deal with brands about this. I don't know how this comment will age but I hope for the best! Nice work on the video man. 👌
We need proper tire modelling, I don't think tire heat/wear are implemented yet and that's #1 for simracing. Been playing BeamNG since RigsOfRods, absolute best thing to come out of the gaming world.
Cobalt Motorsports (before a BeamNG update broke it) added tire wear along with pit stops, and it made a huge difference to the feel of racing in the game. You could be aggressive and fast, but you'd be at danger of averaging a slower race overall from overdriving the tires and wearing them down too much for your pit strategy compared to the next driver
@@Serzari Don't know how I missed that mod, sounds like total bliss. I remember back in the days of Colin McRae Rally 2.0 I used to spin the tires till they exploded then went for the stage, always loved testing any game's limits. Can't wait till BeamNG finally let's me relive my childhood memories even more :) PS: We need to thank Ermin and other simmers for exposing BeamNG and getting excited about it, a lot of simmers I know refuse to take it seriously. The devs certainly need the support and the knowing that they are moving in the right direction. Geez, I'm all about a paid DLC for this game just to support them. I'll pay $5 for a map of similar quality and detail as Italy, heck why not, they deserve it honestly. A true labour of love
One thing missing from this list is official leaderboards, which could go under multiplayer granted. It'd be nice if we didn't need to use the BeamNG speedrun leaderboards for everything, which leaves many of the less popular time trial boards entirely unpopulated
I would really love if beamng added all this things. I've been playing beamng a lot since some time now and I love it. All this changes wold make this game not only suitable for sandbox, but also for racing and rallying. If we have to wait another 4 years for this, we doing it !!
Honestly, there’s only one thing I REALLY want from the Beam devs right now… And that’s competent AI racing. Beam desperately needs some type of quick race mode, where I can CHOOSE who my opponents are, how many of them, etc. I find it tragic that the only way to get ANY form of proper racing in this game is through BeamMP. That is, of course, assuming the server would even be organized enough to make fair, clean racing happen.
My biggest issue with getting good racing in BeamMP is the netcode. Even when I bring a small group in and deload griefers, the predictions aren't good enough at calculating cornering for close racing with moderate ping, and there's no way to test your ping on servers without wasting time slowly loading into each of them and burning download bandwidth to find a server with good ping. It'd be great to have competent racing AI in any case. Minor contact in touring car racing is simulated so much better in BeamNG than anything else, but that doesn't come across in multiplayer with average ping rates between drivers, or with current AI that doesn't try to simulate racecraft
Look up a BeamNG script AI tutorial. It's about the best AI racing I've found in beam considering you are basically racing yourself. Makes for some really good crashes too.
I honestly do not really want the progression system, mentioned at 6:59, unless it is a separate mode, basically the career mode, that would be a good area to have the progression system. I want the free-roam/sandbox to stay how it is, everything is unlocked and ready for you to use. If you have to use currency and have to do races, although that would be fun, it would make the game for us simple players not as fun.
I seriously hope beamng not only has clean motor racing but the burnout style, paint-trading, reckless, ramming focused game play. Would suit beamngs destruction perfectly.
Also this might be a bit off topic and I know it's been addressed in the past BUT...video suggestion. Why ACC should get the Nordschleife. Focusing on the new online ranking system, and why the N24 would be a great addition to the sim, with the 1.8 update and all that. Might be pointless but I feel it would complete ACC as a GT3/GT4 sim.
@@krdjmtc The Porsche 992 GT3 Cup car is coming to ACC, and it really doesn't have SRO connections from what i can find. So their new licensing deal might be somewhat different as the old one expired. But yea, Nords is not happening.
@@krdjmtc Thanks so much man, it is a bit sad because I really feel it would complete the sim...it obviously already being the front runner in that aspect, the Green Hell would be...well you know 🥴
I'm not really interested in simracing, I've never played any serious racing simulators, but when I first time tried BeamNG, I realized that it provides some very realistic driving. Of course, it's sometimes quite funny to crash something, but I mostly just drive. I don't have a steering wheel, so I can't do any serious racing or rallying or drifting but it was obvious for me almost after the first few hours playing what I could do with a wheel. So, I found some confirmation for my thoughts. Looking forward to buy a wheel sometime:)
Heres the hard facts. Although there are better simulations then iRacing, until any of them have an online multiplayer system that is as good as iRacing, nothing else will matter.
For me, VR Support is the most important thing im waiting for. I have a rig but no screen in front of it, because every title I play supports VR already. Also going back to 2d is not really an option to me. It feels so... flat ✌️😬👍
On the topic of VR. TrackIR is the middle ground for VR and triple or a even single large screen. Since I got TrackIR playing games that support it has made a huge difference fire me and In not big on VR because it really sucks when in the summer.
Sorry but I hear this a lot and this myth needs to die. TrackIR is in no way anything like VR at all. Its like saying a Playstation is the same as a PC. Yes they both can play games but that's it, they are utterly and completely different.
I'll legit take a few days off work when Beamng gets VR support. They are still working on transitioning to the Vulkan graphics API, it's currently opt-in. They've said before on the forums it's a prerequisite for VR.
Component based simulation is a nightmare for me right now. I used to work on aerodynamics for FSX and P3D, it's very easy to plot realworld data into it as a whole. but now I'm working on X-Plane, you'll have to adjust your aerofoil, wings, fuselage etc individually. for a mid-core mod developer, it might be more ease as you just input such data and the sim will get descent output, but for those who want match realworld data, which typically came as the whole airplane, it's very hard to do so.
My condolences. Someone who understand why these kind of models just don't work at the higher end.
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Absolutely true. Start with the fundamentals and the rest will follow. Including software, hardware and algorithmic support. This is a long term software project with very high overall potential. From gaming, to research, to entertainment etc.... we love and prefer BeamNG for many of our custom projects.
One of the small things that I think would add a lot of realism to beam is plant/particle interactions with cars. In the current game, say when you drive through tall grass or a shrub the plant clips through the car. If the grass got flattened or the shrub smushed, it would add so much realism, even if they didn't stay deformed when the vehicle passed by. Every time I'm driving through tall grass and it clips through the hood, or when a small softwood plant that should be flattened somehow stops a D-Series dead in its tracks, it breaks the immersion. Now, I have no idea how this would work, but it would be cool.
I really enjoy beamng, it started as a physics demo, and somehow after so many years it's still evolving in features and content. Unfortunately it's very unlikely to have official cars or tracks given the realism of the destruction. No manufacturer will want to have their cars depicted as "unsafe". At least I heard those arguments before, not sure if they still stand, but looking at the unrealistic damage dispiction in the other contemporary Sims, it might very well be the case.
im guessing it would be hard to get the licensing,especially since 1:they are a small dev team,and it'd be expensive,hence the fictional names and somewhat fictional cars 2:i dont think the companies want their cars seen as unsafe,nor do they want to see them crashing,maybe the older ones yes but newer ones hell no. 3:personally i quite like them coming up with these silly names and designs somewhat based off of real cars,the sbr4 is a mix between multiple cars,for example,and the civetta bolide looks a bit like a ferrari f40
Yooo as a hardcore Assetto Corsa player and drift content creator for years I can say that the only reason I don't play BeamNG is because it doesn't have VR support. After playing few years only in VR, I can't go back on playing on single screen anymore. No enjoyment for me at all lol...
As I said in your last video... A real time cannonball run from New York to LA, no pressing pause as you would need two people to drive unless you can stay awake for 30 some hours behind a wheel. Pick your car, any car from a super car all the way down to a 1986 mail truck with 300,000 miles on it. Make it work on real gas milage and if you don't stop at gas stations, you run out of gas and the sim is over.
one thing ive wanted to see in rally games is custom co-drivers and BeamNG seems like the perfect place for it with its mod support, THE COMMUNITY COULD TRANSLATE THE RALLY EXPERIENCE INTO EVERY LANGUAGE
What's good about racing sims is that their lifetime is super long, like assetto corsa and Iracing have been around a while and are still successful so beam NG has alot of potential with some vr/ competitive online racing
Whenever I bought the game, It wasn't really even a game yet. I love that it has been consistently getting better and better and I have been along for the ride.
Beam is a damage physics sim tho. They DO have pretty great road physics but Im not sure theyre too worried about making the rest that goes with track physics is high priority. Maybe in 10 years that'll change lol
Wow, btw can u also put the mods in the desc, the thumbnail looks wonderfull, or is it another game? I also have automobilista 2, rfactor 2, assetto, acc, carx, and nfs heat, nfs ugc 2, nfs rivals 😊
BeamNG is absolutely 100% my favorite Game ever, I’ve played it since it’s alpha release and I can only be amazed with every update, I feel especially lucky to have fallen in love with such a title with such support. Love love love this game.
I still remember the days when it first came out as a demo and all you had was a big flat open map with only the pick up. This game has come such a long way.
What might be cool would be if the devs made an actual, dedicated racing sim using what they've learned from BeamNG. Those physics and the resulting FFB make my other games (racing sims) feel meh.
Well said m8! Keep fighting for that "proper rally game", we have never had one and it is about time and what a better base for it than this? Add VR and I will never need another sim!!!
Rain already exists in BeamNG. It has to be added from the World Editor, but it works and reduces grip as you'd expect. Some maps on the repo (I think it was one or two of the Australian mountain road maps, at least) come with rainy variants, so it's spawned in already. It's not as convenient as a toggle like the daytime and gravity under Environment, but it's there.
5:47 Callista from the Need for Speed IV High Stakes soundtrack. 7:07 I played the heck out of Street Rod back in the day. Although I didn't play Street Rod in school, I did play a lot of Vette in school.
The sheer amount of customisation is unrivaled, I've made race trucks and drag builds off the same chassis, also definatley give the pikes peak lidar edition a try it's amazing
For me it like i want this to be a full racing game in terms of tracks and racing dynamics. But one of the biggest things is graphics and multiplayer sort of like gta is for driving around, offroading with some physics of like spin tires, alternating weather. Has such great potential to become something huge
oh my god... the video quality is unparalleled! I haven't seen any sim racing content on this level ever! you've definitely earned a subscription, I wish you many more!
man i rly cant wait till career mode comes out it would probably be amazing even if its a dlc il still buy it srsly the game is my favorite any type of simulator ever
It has changing saturation limits and cornering stiffness and it has relaxation length that even some of the older physical based models like iR don't have, and you're trying to insinuate it doesn't have tire flex? It by-definition has "more tire flex" than most sims.
Also the aerodynamics of being behind a car and not fighting head wind but also not having air to go over the spoiler and ruining your handling in corners stuff like that
I would like to see 2 modes from this sim title. (1) Open world with an online player (GTA style but no guns, just go crazy with driving and hang out with your mates and random people or create private servers). (2) Single-player mode/ career just like a street rod game or something similar with loads of content to explore.
If they added a full progression system like GT and on top of that the ability to build and tune your car with a system like garage simulator (or even street rod for a more basic thing), complete with new/used auto parts and auctions, ranked tuners like FH, even perhaps tge ability to desing and build your own parts and sell them, how awesome of a game would that be? If on top of that, they linked the car damage with a system that had cost of repair and replacing parts... Wow! I would pay a good amount of money for that!
If adding licensed tracks/cars etc would cost too much to implement into BeamNG, I wonder if they would consider licensing their physics models to other developers that could then create a more fully fleshed out racing sim based on the foundation of their work in physics? ....or, if they needed to generate enough income to offset the costs of licensing tracks/cars into their game, I hope that sim racers would be willing to purchase that content as paid DLC, or the devs could possibly repackage their game with all that licensed content as a different title available for purchase on steam? there's got to be a way someone could make this dream happen, surely.
The thing with licensed cars isn't really financial/cost-based. It's more that manufacturers don't like seeing their cars damaged (more than a certain degree), which leaves us with fairly simplistic damage models
I believe BeamNG devs are doing their best to develop the game while keeping it performance friendly, otherwise they'd done all those things already. After PBR I can no longer play it, but it has to be done knowing that my laptop is in the mid-low range already and nobody would be buying such tech today. It's amazing to know how performance friendly it is knowing that it does much more than what you would expect for that performance requirement, yet multiple cars do cause a struggle.
Use the vulkan renderer.
They did a bunch of tests for PBR performance, it was nearly identical to the old workflow. You must have a very low-end laptop. I'm getting decent enough performance on a 2gb 7 year old entry level GPU, and almost every update improves the performance. I've gone in some levels from ~45 fps to 70 just through them updating stuff.
strange, i have a low end laptop and pbr did nothing to performance
@@davidjameswales How?
in the graphics update they made PBR run the same speed as high graphics, and high graphics now runs up to 2x faster. idk what to say.
I don't know how to describe it but playing BeamNG, either as a sim or a regular game just feels cozy
It’s like driving a bouncy real car. It also isn’t all about going fast so it’s nice and stressless
@@goob8945 yeah. Plus all the open space, useless game modes (like gravity settings) and cutomizability of the cars and controls just makes it the perfect game imo. Honestly they should get more developers to speed up the process but keep going down exactly the same path. Hope the devs read this. Brilliant job guys, keep it up.
Especially being able to use automatic transmissions that work the way they do in real life. Instead of shifting only when they hit redline like every other sim does.
i sometimes wonder what beamNG would be like if it had background music, obviously optional, i guess the car engines sounds are enough, but a beamNG radio would be quite nice too.
take a drive along the coast in the italy map dude, pure perfection
I actually think beamng could be a very interesting racing sim. I’m interested in seeing what the future holds for it
I know I'm biased cause I'm a huge fan of the game but I honestly think it has a huge future with more mainstream recognition among sim racers just due to the technology at work, I mean this is the first game where you can drive along and know that the transmission clutch gearbox and everything else is being fully simulated not just approximated and that adds a level of realism no other game has to offer yet.
@@tenderjerky3504 exactly
BeamNG has more potential as a real life driving sim than a racing sim
That’s not what the game is it’s a sandbox
As long as it doesn’t get fundamentally changed. I hope it maintains its charm and freestyle stuff
BeamNG is the least amount of money I've spent on so much (PC) fun. What they've done with the base game over the years is amazing. Especially these last two years have been a massive treat.
Beamng could basically be a real life sim. Planes, boats and helicopters are already possible. Just imagine having acc, dirt rally, microsoft flight sim, dcs combat and war thunder in a single game. the potential is scary
You would need a beast of a PC to run the game optimally.
I can already see a mod to ccip a mk84 from the wigeon
@@samueljones3668 by the time all this happens though today's gaming PCs will be as cheap as laptops
@@penapvp2230 how
Beamng could even go a step further and license their engine to other devs for real world simulation
I think they already said there will be a CARPG aspect with the career, like buying used cars and parts. Really hyped!
That sounds so cool, beamng has just so much potential it's unreal, it's Finnaly gotten to the point where they can focus more on features since the cars are getting so close to accurate now
@@tenderjerky3504 Yep, only needs tyre wearing and temperature simulation
@@fennex7575 that's a feature I cannot wait to see haha it would take it to the next level, this is entirely opinion based but I personally think new engine sounds for some of the cars would be nice as well, the v8 engines are starting to sound pretty dated imo
@@tenderjerky3504 Yeah, V8s and i4s. They both need a revamp imo
@@tenderjerky3504 yep, i want to have my straight piped truck sound more like a clapbox
Did you say co-driver and long rally stages? That's *exactly* what I've been working on!
I have recently put out a new co-driver system (it's in the official beamng forums, in the scenarios category, can't post the link here apparently). My system makes pacenote writing really easy, and I've written up 4 long (10km to 14km) rally stages for Italy to demonstrate that. I'm currently working on gravel stages (jungle, small island, and more Italy), which I think I'm going to publish in a few days. I'm looking for people to help me out with this project, so drop me a line in the forums if you're interested in contributing.
omggg thats awesome
@@brasileiroloko5375 FYI it's on the repo now. Anyone can play the time trials with pacenotes now (they're 20 for now)
what should i look up to find it
pls no paid mot im too poor
For dynamic tracks I was surprised to hear such a cool detail about Dirt Rally 2.0. I've noticed that there's great tire marks in Dirt3 and Dirt4, but as I haven't played Dirt Rally I thought all of the tracks are just a visual.
The first thing that comes to mind is Spintires which is the ultimate off-road simulator. My father had a lot of experience with driving a tractor for several years before I was born and when I showed him that game he was as amazed as me. The fine details you can notice as the caster does it's centering job, the tires trying to bite on worn tracks' slope, the techniques you use in order to get past different obstacles such as lakes and fallen logs, the grass slowly turning to dirt as you pass through certain roads.
Even a finer detail you can notice is when your exhaust is in water for longer the water gets that oily reflection with the funky coloring effect. Truly something BeamNG should take advantage of!
tbf BeamNG plus Spintires enviroment effects would be perfect.
I like one thing in MXGP that makes a diference, after some laps the dirt will flat out and create bankings where drivers pass
The only sucky thing about spintires is all of the surfaces are 2 ft deep, and the rare asphalt road feels utterly bizzare.
@@JZStudiosonline its the surface depth for me. The asphalt feels pretty accurate for lifted mud tires on decades old trucks.
@@shadow105720 Maybe the bigger trucks, but the smaller jeeps are really weird. I tried it with a wheel though, maybe it feels less weird on a controller.
This is something I'm so glad to have a front seat to. BeamNG's progress has been so much fun to be a part of
I think beamng will have a lot to offer, it has to be one of the most interesting games to be following its progression over the last couple years
For a full length rally stage in this game you should check out the pikes peak mod. It comes with the tarmac version we know today but also a gravel version like it used to be. The gravel is my favorite rally stage by far of the mods and it's length makes it quite challenging in some cars.
Yes!!! Link it so he could see
I have a soft spot for Douglas Rally 2019. The second oldest rally stage map that still works after all these updates, and one I use all the time to test rally builds. It is remarkably detailed and has everything from splashes to hairpins, dips, high speed straights, and banking turns that could send you off end-over-end into the mud if you aren't careful. The start is also filled with bumps and bad camber that quickly teaches players the importance of rebound dampening.
Remember, the magic number for the big jump is 61 mph.
There is a LiDAR version too with very smooth surfaces
Pikes peak is so fucking deceiving dude.
Have you tried a bus route in the desert?
I ran a route for 40 minutes, failed a couple of times and at the end of the run I completed there was an unexpected drop that sheared the front windshield. When you finish such a run it's one of the greatest sights of accomplishment!
I thought this was gonna be a desert bus reference, haha
For a comment on the CARPG part. There is a Beamng Multiplayer mod called CARP that has been working on this with money and car progression. However it's only delivery missions. Just today there was a really big update and wipe to improve progression which has made the server even better.
BeamNG is a car simulation engine. Not a game. It just needs a game to be built using it and it will change EVERYTHING forever. I'm surprised that a larger racing sim company has not bought them yet!
Assetto BeamNG collaboration would be sick
@@jaydens7458 assetto's campaign sucks though
what makes it fun is the dedication of the community towards creating new content
That's been my hope for a while now.
I am so excited for the future of BeamNG.
I think it's a bit presumptuous to assume the BeamTeam will ever add laser-scanned tracks. The entire brand has been based off of making entirely unique locations and vehicles, and I wouldn't expect them to break the trend because of the games potential as a race sim.
Best to leave that up to the modders willing to port maps.
@buffalo wt Yeah, thats because licenses are expensive.
I think rally is the best way for BeamNG to start competing effectively with other racing sims. No netcode or AI required. Procedurally generated tracks on the open world maps so no need to create dedicated tracks since rally is usually all about tackling new tracks everytime anyway. It suits the driving simulator nature of BeamNG since different surface types is part of it's attraction and hopefully they'll eventually get a dynamic weather system that has snow and ice too. It would perfectly compliment a career mode as well as the large variety of vehicles, all the way from buying an old banger and doing it up, to WRC and trophy trucks.
Also Destruction Derby too. I mean come on, no explanation required right? But that's just something I want haha.
But I'm glad their focus is on physics, as much as it requires a lot from the player to have fun with it (since you have to make your own fun essentially, which isn't something I play games for tbh, if I wanted that I'd play guitar or something lol), I'd rather they got the foundation right first. I want a career mode, I want race AI that's not just a scripted path, I want loads of game modes, I want extensive customisation. All of these things would suit BeamNG perfectly, but even so getting the driving right should be the priority first if you ask me. They nail that and the rest will fall into place I think especially with how easily moddable it is. It will replace every other sim and surpass them all easily if they get the driving nailed, which is entirely possible for them to be the best ever with the soft-body physics engine.
I mean, just imagine traffic AI and doing head to head races like in NFSU2, that could be done. Every form of motorsport there is, that can be done. Even unique stuff like monster trucks or destruction derby as mentioned before. Other games would have to have a dedicated engine for that, but not Beam. Touge racing, drifting, off-road challenges, stunt driving, going mad with buses round a busy city. The possibilities for this game are off the chart man.
BeamNG for the longest time has been my favorite game to drive because certain aspects of the Soft-body feel just simply cannot be emulated in an empirical (or as I call it "Physics Brick") model, and the cars really have a sense of physicality and movement that makes things feel super real, even compared to dedicated sim racing titles. An F1 car in Beam is a challenge, a real test of feel, handling, and precision, an F1 car in other sims just feels like an analogue or an approximation that honestly when comparing the two side-by-side feels arcadey!
Honestly an empirical double rigid-body model would do a way better job than the soft-body stuff in BNG. Especially if the wheels have compliance as well and it doesn't just affect roll stiffness.
The problem with this kind of soft-body modeling is that ESPECIALLY stuff like F1 cars where one end is stiff and one is very flexible are an absolute nightmare because they don't do very stiff things and very soft things well. Don't confuse uncontrollable oscillations and vibrations as "realism".
FWIW F1 cars in sims are very inaccurate (To some point because nothing actually runs high enough tickrate for the dampers not to vibrate the wheel) so I'm not sure if it's worth comparing.
Once this game has Dynamic Track Surfaces, it will be the first game to perfectly simulate the Toeristenfarthen because cars will leak oil allover the Nurburgring.
BeamNG is actually used sometimes as a training game or even as marketing tool for other companies. I remember reading that someone used it in driving school to show dangerous situations on roads. Long time ago there was a tyre company that used BeamNG in their offroad show or something.
They actually have commercial licenses for the software for that type of stuff. Maybe that's where the money is coming from. They had some demo with vehicles using lidar to get around West Coast in traffic.
Dev here! Yeah we brought BeamNG to Sema with Atturo tire. It was really fun working with them! :D
it's amazing to think that this game isn't even on version 1.0 yet and it's already the best rally sim on the market and one of the best physics sims.
Thank you for covering BeamNG so consistently.
I would love if automation would work more together with BeamNG to make a driving sim where you can make your own dream car. you already can make your own car in automation and import it onto BeamNG but the handling is always very unrealistic and compared to the BeamNG cars their very badly made (which is understandable ofcourse) but i would love if we could make our own cars that have the same depth as the BeamNG cars have!
A while ago I posted on reddit's r/simracing that: "Beam was the best sim racing title" I pretty much got booed off stage for the most part. But the opposition's argument was mainly: No off track limits, No licensed tracks/cars, No multiplayer race leagues, no multiplayer car classes. no pit stops, or need for pit strategy , no tire ware or tire changes, no reliable leader boards, no quality lap racing, no qualifying sessions. ... These were the main complaints that made me eat humble pie.
Cobalt Motorsports added track limit enforcement, tire wear and compounds, pit stops, a lap counting system for multiplayer, qualifying sessions and league racing. It really made a huge difference before a BeamNG update broke it. I really hope the devs officially support the game with those features in the future. I agree that it's hard to consider Beam a track racing sim without those features, and it's frustrating knowing the code is all there for it to work but it's just not implemented or prioritized
I think most important is optimization to keep performance friendly.
I would like to see a better car selection screen, where each car was divided into their respective car brands, and then once there, in their respective models and/or years, this could be good for the future of BeamNG as it would make vehicles less confusing to find without the searching system, as they then add more vehicles into the game in future updates.
Now of course, the "thumbnail" of the selection boxes would be the picture of the car brand, that would give it a modernized, polished and professional look.
Not the cars though, they would be shown in their thumbnails.
Yeah this is a good suggestion
They desperately need to overhaul their car selection UI, and I think they're planning to with the new UI they just implemented. The pickup truck and it's 70 different variations is insane to try and filter through.
@@JZStudiosonline I was thinking more about polishing it and making it look more professional by finding cars through their brands, would be more realistic and it would be easier for them to add cars into the selection boxes possibly.
Honestly from what I’ve seen the devs are very engaging and open to ideas, and it would not surprise me if they come across your videos and take them into consideration.
(Beam devs if you do see this ily 👍)
Dev here hehe ;)
I do alot af rallying in beam and would LOVE so be dynamic grounds. Just the idea of it being raining and the mud just soaked the car would be beautiful. Love the content keep it up.
BeamNG already has a demo campaign that shows more or less how it would be in terms of missions. It's called "A Rocky Start" under the campaign menu.
also career mode preview now
The reason i love this game so much is because it has everything the heavy hitters in the industry don't have: obvious damage modeling, use of car-specific features, headlight/wiper/signal/engine power/drivetrain modes, etc... But it lacks everything that makes a sim like Forza or GT great: the racing community, realistic driving/handling models, and obvious graphical and visual fidelity.
What makes me so excited though is that this game doesn't have to be just a sim racer. It can be a hilarious, fun sandbox with arcade-style modes and cops & robbers. Ya know, the need for speed or GTA type stuff. Absolutely unparalleled POTENTIAL. However, it's just potential. I am excited to see how it pans out, and how this game can revolutionize what it means to qualify within more than one genre.
the progression mechanic is already in the work and "available"
even though it sounds weird, you have to spam click the career mode button in the main menu and a message will appear that explains the state of the mode, it has missions progression points, money and all, but everything is free for now
5:44 That NFS IV music takes me back 👌 I still prefer the electronic mix music from NFS III, but IV certainly had some gems too.
I feel that after paying for the game 7 years ago I have been nothing but amazed at the continued progress. I would not mind at all if it took a beamng 2.0 to get some of these features, especially multiplayer, (even just locally hosted), I would happily pay again if it meant the devs would add some of these features
Multiplayer already exists
If it really went that far this would be the only game I would ever play again. A game like this with the beauty of Gran Turismo, the physics and crash mechanics of beamng, dynamic weather, and a level of racing details like Assetto Corsa would be incredible. The biggest problem is probably that car manufacturers don't want their cars to appear structurally weak and "unsafe". I hope they will find a deal with brands about this.
I don't know how this comment will age but I hope for the best! Nice work on the video man. 👌
We need proper tire modelling, I don't think tire heat/wear are implemented yet and that's #1 for simracing. Been playing BeamNG since RigsOfRods, absolute best thing to come out of the gaming world.
Cobalt Motorsports (before a BeamNG update broke it) added tire wear along with pit stops, and it made a huge difference to the feel of racing in the game. You could be aggressive and fast, but you'd be at danger of averaging a slower race overall from overdriving the tires and wearing them down too much for your pit strategy compared to the next driver
@@Serzari Don't know how I missed that mod, sounds like total bliss. I remember back in the days of Colin McRae Rally 2.0 I used to spin the tires till they exploded then went for the stage, always loved testing any game's limits. Can't wait till BeamNG finally let's me relive my childhood memories even more :)
PS: We need to thank Ermin and other simmers for exposing BeamNG and getting excited about it, a lot of simmers I know refuse to take it seriously. The devs certainly need the support and the knowing that they are moving in the right direction. Geez, I'm all about a paid DLC for this game just to support them. I'll pay $5 for a map of similar quality and detail as Italy, heck why not, they deserve it honestly. A true labour of love
5:50 you can actually add rain into beamNG, but it doesn't affect driving
ive done that many times with the world editor, it doesnt look good at all, but they still programmed the rain hitting the ground i think.
One thing missing from this list is official leaderboards, which could go under multiplayer granted. It'd be nice if we didn't need to use the BeamNG speedrun leaderboards for everything, which leaves many of the less popular time trial boards entirely unpopulated
I would really love if beamng added all this things. I've been playing beamng a lot since some time now and I love it. All this changes wold make this game not only suitable for sandbox, but also for racing and rallying. If we have to wait another 4 years for this, we doing it !!
Honestly, there’s only one thing I REALLY want from the Beam devs right now… And that’s competent AI racing.
Beam desperately needs some type of quick race mode, where I can CHOOSE who my opponents are, how many of them, etc. I find it tragic that the only way to get ANY form of proper racing in this game is through BeamMP.
That is, of course, assuming the server would even be organized enough to make fair, clean racing happen.
My biggest issue with getting good racing in BeamMP is the netcode. Even when I bring a small group in and deload griefers, the predictions aren't good enough at calculating cornering for close racing with moderate ping, and there's no way to test your ping on servers without wasting time slowly loading into each of them and burning download bandwidth to find a server with good ping.
It'd be great to have competent racing AI in any case. Minor contact in touring car racing is simulated so much better in BeamNG than anything else, but that doesn't come across in multiplayer with average ping rates between drivers, or with current AI that doesn't try to simulate racecraft
Look up a BeamNG script AI tutorial. It's about the best AI racing I've found in beam considering you are basically racing yourself. Makes for some really good crashes too.
I honestly do not really want the progression system, mentioned at 6:59, unless it is a separate mode, basically the career mode, that would be a good area to have the progression system. I want the free-roam/sandbox to stay how it is, everything is unlocked and ready for you to use. If you have to use currency and have to do races, although that would be fun, it would make the game for us simple players not as fun.
I seriously hope beamng not only has clean motor racing but the burnout style, paint-trading, reckless, ramming focused game play. Would suit beamngs destruction perfectly.
You forgot one important one: AI racing! What's the point to track development and gravel Dynamics if we can't even properly race ai around a track
if it did have these systems with out the ai, i would be happy because i frequently do time attacks on beam but the ai would be a huge bonus
Also this might be a bit off topic and I know it's been addressed in the past BUT...video suggestion. Why ACC should get the Nordschleife. Focusing on the new online ranking system, and why the N24 would be a great addition to the sim, with the 1.8 update and all that. Might be pointless but I feel it would complete ACC as a GT3/GT4 sim.
You probably already know this, but Kunos isn't able to put the Nordscheife in ACC due to licensing. They could put it in Assetto Corsa 2 though.
@@krdjmtc The Porsche 992 GT3 Cup car is coming to ACC, and it really doesn't have SRO connections from what i can find. So their new licensing deal might be somewhat different as the old one expired. But yea, Nords is not happening.
@@krdjmtc Thanks so much man, it is a bit sad because I really feel it would complete the sim...it obviously already being the front runner in that aspect, the Green Hell would be...well you know 🥴
I'm not really interested in simracing, I've never played any serious racing simulators, but when I first time tried BeamNG, I realized that it provides some very realistic driving. Of course, it's sometimes quite funny to crash something, but I mostly just drive. I don't have a steering wheel, so I can't do any serious racing or rallying or drifting but it was obvious for me almost after the first few hours playing what I could do with a wheel. So, I found some confirmation for my thoughts. Looking forward to buy a wheel sometime:)
Thumbs up for mentioning Street Rod!! That game was dope for a young car junkie back then.
Street Rod and Dope Wars... YES! My mid-30s self loves the nostalgia. Spent so much time on both of these.
Heres the hard facts. Although there are better simulations then iRacing, until any of them have an online multiplayer system that is as good as iRacing, nothing else will matter.
Maybe for online racing, but a bunch of people use sim platforms to correlate their own (race)car onto. I'm pretty sure those matter.
For me, VR Support is the most important thing im waiting for.
I have a rig but no screen in front of it, because every title I play supports VR already.
Also going back to 2d is not really an option to me. It feels so... flat ✌️😬👍
Same for me. VR and it would be an instant buy for me
thats why i bought a really curved monitor
there is a modded scenario (Historic Rally Italia) which includes co-driver and a on screen display of the instruction. Simple and efficient
I hope Beamng will maintain beeing a full on freeroam Car simulator with of course Simracing tracks and features!
On the topic of VR. TrackIR is the middle ground for VR and triple or a even single large screen. Since I got TrackIR playing games that support it has made a huge difference fire me and In not big on VR because it really sucks when in the summer.
Sorry but I hear this a lot and this myth needs to die. TrackIR is in no way anything like VR at all. Its like saying a Playstation is the same as a PC. Yes they both can play games but that's it, they are utterly and completely different.
@@lewisbloom I own both. I'm giving my opinion.
I wonder if the Career mode that's still under development is a racing career. Would be cool!
I'll legit take a few days off work when Beamng gets VR support.
They are still working on transitioning to the Vulkan graphics API, it's currently opt-in. They've said before on the forums it's a prerequisite for VR.
Anytime I hear the song that you used for the rain section always gets me in my feels. High Stakes is still my #1 NFS game of all time!
Component based simulation is a nightmare for me right now.
I used to work on aerodynamics for FSX and P3D, it's very easy to plot realworld data into it as a whole. but now I'm working on X-Plane, you'll have to adjust your aerofoil, wings, fuselage etc individually. for a mid-core mod developer, it might be more ease as you just input such data and the sim will get descent output, but for those who want match realworld data, which typically came as the whole airplane, it's very hard to do so.
My condolences. Someone who understand why these kind of models just don't work at the higher end.
Absolutely true. Start with the fundamentals and the rest will follow. Including software, hardware and algorithmic support. This is a long term software project with very high overall potential. From gaming, to research, to entertainment etc.... we love and prefer BeamNG for many of our custom projects.
You need a 100ghz processor
@@gabrielv.4358 #FACTS
The moment Callista's drums came in I was jammin! Glad you know that legendary track!
One of the small things that I think would add a lot of realism to beam is plant/particle interactions with cars. In the current game, say when you drive through tall grass or a shrub the plant clips through the car. If the grass got flattened or the shrub smushed, it would add so much realism, even if they didn't stay deformed when the vehicle passed by. Every time I'm driving through tall grass and it clips through the hood, or when a small softwood plant that should be flattened somehow stops a D-Series dead in its tracks, it breaks the immersion. Now, I have no idea how this would work, but it would be cool.
I really enjoy beamng, it started as a physics demo, and somehow after so many years it's still evolving in features and content. Unfortunately it's very unlikely to have official cars or tracks given the realism of the destruction. No manufacturer will want to have their cars depicted as "unsafe". At least I heard those arguments before, not sure if they still stand, but looking at the unrealistic damage dispiction in the other contemporary Sims, it might very well be the case.
im guessing it would be hard to get the licensing,especially since
1:they are a small dev team,and it'd be expensive,hence the fictional names and somewhat fictional cars
2:i dont think the companies want their cars seen as unsafe,nor do they want to see them crashing,maybe the older ones yes but newer ones hell no.
3:personally i quite like them coming up with these silly names and designs somewhat based off of real cars,the sbr4 is a mix between multiple cars,for example,and the civetta bolide looks a bit like a ferrari f40
you're a Gigachad for using Art Of Rally music
im so glad im not the only one who remembers the street rod series. those were a fucking blast, used to play them all the time with my dad
I love the way you implemented old Need For Speed menu themes into the video. Brings nostalgia big time
I love the fact that you can play a game like Automation and build a car from the ground up and drive it in Beamng, mind blowing.
this is probably my new favourite sim focused channel
Yooo as a hardcore Assetto Corsa player and drift content creator for years I can say that the only reason I don't play BeamNG is because it doesn't have VR support. After playing few years only in VR, I can't go back on playing on single screen anymore. No enjoyment for me at all lol...
As I said in your last video... A real time cannonball run from New York to LA, no pressing pause as you would need two people to drive unless you can stay awake for 30 some hours behind a wheel. Pick your car, any car from a super car all the way down to a 1986 mail truck with 300,000 miles on it. Make it work on real gas milage and if you don't stop at gas stations, you run out of gas and the sim is over.
one thing ive wanted to see in rally games is custom co-drivers and BeamNG seems like the perfect place for it with its mod support, THE COMMUNITY COULD TRANSLATE THE RALLY EXPERIENCE INTO EVERY LANGUAGE
What's good about racing sims is that their lifetime is super long, like assetto corsa and Iracing have been around a while and are still successful so beam NG has alot of potential with some vr/ competitive online racing
In my opinion, the cars should have much more weight. They feel so light like their made of paper
Car weights are accurate, actually beamng just don’t give sense of driving
Whenever I bought the game, It wasn't really even a game yet. I love that it has been consistently getting better and better and I have been along for the ride.
Beam is a damage physics sim tho. They DO have pretty great road physics but Im not sure theyre too worried about making the rest that goes with track physics is high priority. Maybe in 10 years that'll change lol
For rally stages, check out "Historic Rally Italia" scenario pack. It has an integrated codriver even. My favorite scenario for BeamNG.
Wow, btw can u also put the mods in the desc, the thumbnail looks wonderfull, or is it another game? I also have automobilista 2, rfactor 2, assetto, acc, carx, and nfs heat, nfs ugc 2, nfs rivals 😊
Its beam on the left an AC on the right in the thumbnail
BeamNG is absolutely 100% my favorite Game ever, I’ve played it since it’s alpha release and I can only be amazed with every update, I feel especially lucky to have fallen in love with such a title with such support. Love love love this game.
I still remember the days when it first came out as a demo and all you had was a big flat open map with only the pick up. This game has come such a long way.
I hope it does, I be having blast going around nordschleife!
laser scanned real-world areas, like a section of London or Nevada, would be cool!
the only thing I want in the game atm is just a proper mechanic to set up an actual race event. Just a proper timer, lap counter, etc.
What might be cool would be if the devs made an actual, dedicated racing sim using what they've learned from BeamNG. Those physics and the resulting FFB make my other games (racing sims) feel meh.
Ikr. No other racing game feels special after you try BeamnG
You can race in BeamNG already, with great results akin to AC. The only real problem is AI, but you can use the multiplayer mod to get around that.
Well said m8! Keep fighting for that "proper rally game", we have never had one and it is about time and what a better base for it than this? Add VR and I will never need another sim!!!
Rain already exists in BeamNG. It has to be added from the World Editor, but it works and reduces grip as you'd expect. Some maps on the repo (I think it was one or two of the Australian mountain road maps, at least) come with rainy variants, so it's spawned in already. It's not as convenient as a toggle like the daytime and gravity under Environment, but it's there.
Loved the fact that you used Gran Turismo 5 music as the bg music. Loved that game.
6:52 and to add to that, beamng even has values listed for cars!
I would honestly buy a beamng sim as a separate game if they had to do that to make the changes for it to be a complete online sim
5:47 Callista from the Need for Speed IV High Stakes soundtrack.
7:07 I played the heck out of Street Rod back in the day. Although I didn't play Street Rod in school, I did play a lot of Vette in school.
The sheer amount of customisation is unrivaled, I've made race trucks and drag builds off the same chassis, also definatley give the pikes peak lidar edition a try it's amazing
For me it like i want this to be a full racing game in terms of tracks and racing dynamics. But one of the biggest things is graphics and multiplayer sort of like gta is for driving around, offroading with some physics of like spin tires, alternating weather. Has such great potential to become something huge
BeamNG Now has a fully functioning multiplayer mod called BeamMP, check it out!
oh my god... the video quality is unparalleled! I haven't seen any sim racing content on this level ever! you've definitely earned a subscription, I wish you many more!
Not gonna lie, I've been following Beam since it just hit steam and I never pictured it getting as big as it has. Major props to the dev team!
man i rly cant wait till career mode comes out it would probably be amazing
even if its a dlc il still buy it
srsly the game is my favorite any type of simulator ever
"SHARRP RIGHT SHARRP RIGHT... Listen to me Samir!"
I just learned that Assetto Corsa doesn’t simulate tyre flex, while Beam.NG does.
How cool is that?
It has changing saturation limits and cornering stiffness and it has relaxation length that even some of the older physical based models like iR don't have, and you're trying to insinuate it doesn't have tire flex? It by-definition has "more tire flex" than most sims.
Also the aerodynamics of being behind a car and not fighting head wind but also not having air to go over the spoiler and ruining your handling in corners stuff like that
Ermin HamSandwich sounds as great as Ermin Hamidovic. Please keep this!
That ACE COMBAT 2 soundtrack on 8:10 hits in the feels
LOL, I love the Mass Effect soundtrack in the back!
I would like to see 2 modes from this sim title. (1) Open world with an online player (GTA style but no guns, just go crazy with driving and hang out with your mates and random people or create private servers). (2) Single-player mode/ career just like a street rod game or something similar with loads of content to explore.
I love the way u use all the gran turismo 5 music. Huge nostalgia rn
If they added a full progression system like GT and on top of that the ability to build and tune your car with a system like garage simulator (or even street rod for a more basic thing), complete with new/used auto parts and auctions, ranked tuners like FH, even perhaps tge ability to desing and build your own parts and sell them, how awesome of a game would that be? If on top of that, they linked the car damage with a system that had cost of repair and replacing parts... Wow! I would pay a good amount of money for that!
If adding licensed tracks/cars etc would cost too much to implement into BeamNG, I wonder if they would consider licensing their physics models to other developers that could then create a more fully fleshed out racing sim based on the foundation of their work in physics? ....or, if they needed to generate enough income to offset the costs of licensing tracks/cars into their game, I hope that sim racers would be willing to purchase that content as paid DLC, or the devs could possibly repackage their game with all that licensed content as a different title available for purchase on steam? there's got to be a way someone could make this dream happen, surely.
The thing with licensed cars isn't really financial/cost-based. It's more that manufacturers don't like seeing their cars damaged (more than a certain degree), which leaves us with fairly simplistic damage models
Like Yazan said, its not really about the cost, manufacturers unfortunately dont allow their cars getting damaged a lot.